Описание: Based on four years of interviews and game recordings from locations spanning the United States, this book offers a journey that explores how role-playing games use a combination of free-form imagination and tightly constrained rules to experience those realms.
Автор: Sticchi Название: Melancholy Emotion in Contemporary Cinema ISBN: 1138317748 ISBN-13(EAN): 9781138317741 Издательство: Taylor&Francis Рейтинг: Цена: 22202.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book analyzes film experience through the lens of Baruch Spinoza`s embodied philosophy. Spinoza`s philosophy allows us to appreciate and master sad passions and, at the same time, to show the conceptual power of film experience.
Автор: Perron, Bernard (university Of Montreal, Canada) Название: World of scary video games ISBN: 1501316192 ISBN-13(EAN): 9781501316197 Издательство: Bloomsbury Academic Рейтинг: Цена: 5859.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.
Автор: Turner Название: Found Footage Horror Films ISBN: 1138388513 ISBN-13(EAN): 9781138388512 Издательство: Taylor&Francis Рейтинг: Цена: 22202.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book adopts a cognitive theoretical framework to address the mental processes triggered by found footage horror films. Films studied include The Blair Witch Project, Rec, Paranormal Activity, Exhibit A, Cloverfield, Man Bites Dog, The Last Horror Movie, and Zero Day.
Автор: Brown Название: Sexuality in Role-Playing Games ISBN: 1138097705 ISBN-13(EAN): 9781138097704 Издательство: Taylor&Francis Рейтинг: Цена: 7348.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
18+ запрещено для детей
Описание:
Role-playing games offer a chance to pretend, make believe, and share fantasy. They often invoke heavy themes into their game play: morality, violence, politics, spirituality, or sexuality. Although interesting moral debates perennially appear in the media and academia concerning the appropriateness of games' ability to deal with such adult concepts, very little is known about the intersection between games, playfulness, and sexuality and what this might mean for players.
This book offers an in-depth, ethnographic look into the phenomenon of erotic role-play through the experiences of players in multiplayer and tabletop role-playing games. Brown explores why participants engage in erotic role-play; discusses the rules involved in erotic role-play; and uncovers what playing with sexuality in ludic environments means for players, their partners, and their everyday lives. Taken together, this book provides a rich, nuanced, and detailed account of a provocative topic.
Автор: Arun K. Kulshreshth; Joseph J. LaViola Jr. Название: Designing Immersive Video Games Using 3DUI Technologies ISBN: 3030085821 ISBN-13(EAN): 9783030085827 Издательство: Springer Рейтинг: Цена: 15372.00 р. Наличие на складе: Поставка под заказ.
Описание: A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which let a user interact in three dimensions are called 3D user interface technologies.
These 3D user interfaces have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is unclear how their usage affects game play and if there are any user performance benefits.
This book presents state of the art research on exploring 3D user interface technologies for improving video games. It also presents a review of research work done in this area and describes experiments focused on usage of stereoscopic 3D, head tracking, and hand gesture-based control in gaming scenarios. These experiments are systematic studies in gaming environments and are aimed at understanding the effect of the underlined 3D interface technology on the gaming experience of a user. Based on these experiments, several design guidelines are presented which can aid game designers in designing better immersive games.
Common patterns of interactions are altered in the digital world and new patterns of communication have emerged, challenging previous notions of what communication actually is in the contemporary age. Online configurations of interaction, such as video chats, blogging, and social networking practices demand profound rethinking of the categories of linguistic analysis, given the blurring of traditional distinctions between oral and written discourse in digital texts. This volume reconsiders underlying linguistic and semiotic frameworks of analysis of spoken and written discourse in the light of the new paradigms of online communication, in keeping with a multimodal corpus linguistics theoretical framework.
Typical modes of online interaction encompass speech, writing, gesture, movement, gaze, and social distance. This is nothing new, but here Sindoni asserts that all these modes are integrated in unprecedented ways, enacting new interactional patterns and new systems of interpretation among web users. These "non verbal" modes have been sidelined by mainstream linguistics, whereas accounting for the complexity of new genres and making sense of their educational impact is high on this volume's agenda. Sindoni analyzes other new phenomena, ranging from the intimate sphere (i.e. video chats, personal blogs or journals on social networking websites) to the public arena (i.e. global-scale transmission of information and knowledge in public blogs or media-sharing communities), shedding light on the rapidly changing global web scenario.
Автор: Sindoni, Maria Grazia Название: Spoken and Written Discourse in Online Interactions ISBN: 0415523168 ISBN-13(EAN): 9780415523165 Издательство: Taylor&Francis Рейтинг: Цена: 22968.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: In 1974, the release of Dungeons & Dragons forever changed the way that we experience imagined worlds. No longer limited to simply reading books or watching movies, gamers came together to collaboratively and interactively build and explore new realms. Based on four years of interviews and game recordings from locations spanning the United States, this book offers a journey that explores how role-playing games use a combination of free-form imagination and tightly constrained rules to experience those realms. By developing our understanding of the fantastic worlds of role-playing games, this book also offers insight into how humans come together and collaboratively imagine the world around us.
Автор: Hiippala Название: The Structure of Multimodal Documents ISBN: 1138824747 ISBN-13(EAN): 9781138824744 Издательство: Taylor&Francis Рейтинг: Цена: 23734.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book develops a new framework for describing the structure of multimodal documents: how language, image, layout and other modes of communication work together to convey meaning. Building on recent research in multimodal analysis, functional linguistics and information design, the book examines the textual, visual, and spatial aspects of page-based multimodal documents and employs an analytical model to describe and interpret their structure using the concepts of semiotic modes, medium and genre. To demonstrate and test this approach, the study performs a systematic, longitudinal analysis of a corpus of multimodal documents within a single genre: an extensively annotated corpus of tourist brochures produced between 1967-2008. The book provides multimodal discourse analysts with methodological tools to draw empirically-based conclusions about multimodal documents, and will be a valuable resource for researchers planning to develop and study multimodal corpora.
Описание: Making a new contribution to the developing field of multimodal critical discourse studies, Ian Roderick's book demonstrates how technologies that tend to be widely represented as innovative, or as simple pragmatic solutions, are always anchored in power relations and are therefore deeply ideological. A series of examples analysing technologies such as robotics, smart phones or bio-medicine, their functioning and uses, as well as their representations in the media, show that these are embedded within discourses that tell us about social and power relations, identities and political values. The book takes a tour of everyday technologies and how they are represented in different settings. A Disney theme park attraction showing how technology has improved family life makes many assumptions about what is natural in terms of interpersonal relations, pleasure and satisfaction. Advertisements that represent robot workers inform us about the kinds of worker-management relations now characterising work places. Roderick looks at the way that technologies, while often represented as divorced from their production and maintenance, as objects of wonder, need to be seen within a fabric of social relations that tends to be supressed from how we see them as part of a wider technological fetishism. Engaging with existing theories of technology, the book argues that we must take a more interdisciplinary approach to avoid the pitfalls of social constructivism and technological determinism. Our experiences of technologies are shaped through the relationship between knowledge, practices and institutional forms.
Автор: Redman Название: Knowing with New Media ISBN: 9811313601 ISBN-13(EAN): 9789811313608 Издательство: Springer Рейтинг: Цена: 9781.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This cutting edge book considers how advances in technologies and new media have transformed our perception of education, and focuses on the impact of the privatisation of digital tools as a mean of knowledge production. Arguing that education needs to adapt to the modern learner, the book’s unique approach is based on a disassociation with the deeply ingrained attitude with which people have traditionally viewed education – learning the existing symbolic systems of certain disciplines and then expressing themselves strictly within the operational modes of these systems. The ways of knowledge production – exploring, recording, representing, making meaning of and sharing human experiences – have been fundamentally transformed through the infusion of digital technologies into all aspects of human activity, allowing learners to engage with their immediate natural, social and cultural environments by capitalising on their individual abilities and interests. This book proposes a new approach to teaching and learning termed ‘cinematic bricolage’, which involves generating knowledge from heterogeneous resources in a ‘do-it-yourself’ manner while making meaning through multimodal representations. It shows how cinematic bricolage reconnects ways of knowing with ways of being, empowering the individual with a sense of personal identity and responsibility, helping to shape more aware social citizens.
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